A.R.B.F. by Zanzlanz
Welcome to the "Alternate Reality Boss Fight"!
Update: I released the game with an older version of Flash Player, so you won't see a black screen on Linux and older Macs. :)
=== CONCEPT ===
Follow the villain through his lair and into the fight room, in order to defeat him and get back what he stole!
My idea was to have a classic retro boss fight where each time you play, you're in a different reality. Every time you play, the villain steals different items, and you & the villain are given a random weapon, making the fight interesting and fun!
=== CONTROLS ===
It should work in your favorite browser - it's Flash. :)
- WASD to move
- Arrow keys to shoot
- M to mute
HINTS! You can wall jump and double jump. Get an extra boost by shooting downwards too!
=== WHAT WENT WELL ===
- A lot of things! I am really happy with this game!
- I got more done than I thought I would!
- I really love the engine that I developed for this game!
=== WHAT DIDN'T GO WELL ===
- Ran out of time! I'll be doing a small post-compo!
- I wasn't able to add unique abilities to weapons. Maybe this was a good thing though?!
- The livestream wasn't very well executed. At least the timelapse went really well though!
=== MUSIC ===
Thanks so much for your comments about the audio! It's not much, but here's the main loop:
https://zanzlanz.bandcamp.com/track/a-r-b-f-game-loop
I hope you enjoy the game!!
- Zanz
Update: I released the game with an older version of Flash Player, so you won't see a black screen on Linux and older Macs. :)
=== CONCEPT ===
Follow the villain through his lair and into the fight room, in order to defeat him and get back what he stole!
My idea was to have a classic retro boss fight where each time you play, you're in a different reality. Every time you play, the villain steals different items, and you & the villain are given a random weapon, making the fight interesting and fun!
=== CONTROLS ===
It should work in your favorite browser - it's Flash. :)
- WASD to move
- Arrow keys to shoot
- M to mute
HINTS! You can wall jump and double jump. Get an extra boost by shooting downwards too!
=== WHAT WENT WELL ===
- A lot of things! I am really happy with this game!
- I got more done than I thought I would!
- I really love the engine that I developed for this game!
=== WHAT DIDN'T GO WELL ===
- Ran out of time! I'll be doing a small post-compo!
- I wasn't able to add unique abilities to weapons. Maybe this was a good thing though?!
- The livestream wasn't very well executed. At least the timelapse went really well though!
=== MUSIC ===
Thanks so much for your comments about the audio! It's not much, but here's the main loop:
https://zanzlanz.bandcamp.com/track/a-r-b-f-game-loop
I hope you enjoy the game!!
- Zanz
| Web | http://zanzlanz.com/g/ARBFLD |
| Post-Compo | http://zanzlanz.com/g/ARBF |
| Post-Compo Newgrounds | http://www.newgrounds.com/portal/view/657373 |
| Timelapse | http://youtu.be/LE-FhLvt0CY |
| Source | http://zanzlanz.com/dump/2015/ARBFSource |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=11407 |
Ratings
| Coolness | 78% | 2 |
| Overall | 4.01 | 35 |
| Audio | 4.05 | 31 |
| Fun | 3.99 | 28 |
| Graphics | 3.89 | 142 |
| Humor | 3.84 | 76 |
| Innovation | 3.01 | 617 |
| Mood | 3.51 | 161 |
| Theme | 3.33 | 552 |
ppvk - <3! I was pretty worried about the controls actually! Thanks for the comment!
mtanton - Oh yes the cutscene is my favorite part! The design of it was so fun to create! :D I tried doing defeating the boss before the top room, too! After I succeeded, I made it 3 times harder to do, hah!
WeaselZone - Woah yeah I was also really surprised I was able to get as far as I did! I'm worn out now though haha! Whoof! Next time I will have to come up with a super simple idea! XD
Suese - Glad you were able to figure it out! I was going to add text instructions in the level, but decided to just make the level design hint at your abilities, in an attempt to increase immersion. Plus, at least the boss waits for your to figure things out ;)
You have a great framework here for more content!
One time I went into the boss room, and stayed to the left of it, and the cage bars locking me in, did not appear, and the crates did not start to fall XD. Then I replayed, and when I got to the boss room, I jumped up in the air, and then it locked. So that's a cool hack XD.
I wish there were a few levels with the boss' minions or something before the final level though, but overall, it's still really enjoyable!
Thank you for making it! XD
Good luck fluidvolt and JenniNexus! :D
I'm really happy with the framework also, Buko-Studios! It runs well too, so I'm seriously considering to make a full game with this code! I need to visit all my old Ludum Dare sequels I promised too... haha.
I'll probably need to redesign the level, nicotuason. I can improve it in a lot of ways, I believe!
Thanks, danidre14! I'll make the boss fight more discrete in the polished version. That should make things more fair!
I agree that the controls could be a bit tighter, maunovaha! It's pretty challenging to get the timing to work with fast pace controls, but I'll do my best! (Also in response to seraphki)
Haha TheLemonKing, I also noticed that when I started speedrunning - it was easy to fix for the final version. But for this version, use it to your advantage ^^
You're suggesting even more damage pkenny?! Some people think it's hard enough as it XD Maybe I should get inspired by your dynamic difficulty when redesigning the boss's behavior, haha!
Thanks OnlySlightly, I really appreciate your attention to the game design! I really wish I could have made particle sprites before the compo ended, but I knew it was necessary to have some sort of detail ;) Screen shake works magic as well :D
That was awesome to see you stream the game JenniNexus! Thanks for that! And I cannot believe how many times you got the dress in a row! Hope you beat it!
Fantastic sprite & audio work!
Yeah Pilly, I'll make a proper HUD that shows the weapons and the stolen item when the game begins :D Also some more graphical hints and differences with those things! Thanks!
Awesome playthrough Vaughn! I really enjoyed watching you figure things out! Thanks for playing!
Ah I gotcha, pkenney! I thought that's what you meant at first, but wasn't sure. Yep I'll definitely make it more obvious and effective when you or the villain takes damage!
The music is just astonishing.
The controls are really good. It's pleasant to move/jump/wall-jump.
And the music is great too, I played for a while (because I'm bad and kept dying in the boss room >.<) and I didn't get annoyed by the audio.
Excelent entry, bravo :)
CarlsonAndPeeters, haha yeah as I said I would have loved to make the weapons do unique and different things. But the funny thing is as I'm working on the post-compo version, I realize how impossible it is to balance the weapons and keep the game fun. So I think (even for the post compo), it's best that the weapons are just reskinned versions of the same thing. :)
Yep I'm aware of that bug awestsecurity xD It's really fun to find speedrun exploits like that. It was simple to fix in post-compo, but sadly it's not game breaking so it will remain in the LD version :)
Thanks for the handful of 5 stars, eastes! You're very kind! I love the compo, regardless of how stressful it is lol! ^v^
+5 for cutscene.
For now, the game is kinda repetitive. It's for the first time, but I didn't last long enough to see all the variants. I think you should find more things to twist, for now I can imagine it being in our usual reality.
It took me some time to figure out that I could double-jump and wall-jump, but then it was very fun. I think you should make the boss room a bit less plain, and I'd like a pointer of some kind that tells me the direction of the boss, the bounciness of projectiles make them appear from any direction. Or you can use it as an advantage.
Overall, I enjoyed this game despite its length. The cutscene is great, though I though meeting a boss in the beginning is some kind of a trick. And, if you'll make a small post-mortem, I won't be satisfied, this game deserves a big one.
I could definitely see this being successful if you continued development on it. Having multiple levels that are all boss fights would rule. I know that Titan Souls follows a similar concept. I haven't played it, but I think they stick with smaller battle zones. I feel like with your game and style, you could put a lot of emphasis on the level as well as the boss, just like you did here. You could ramp up new features with the boss and with level hazards, could be rad.
Anyway, I'm super impressed. The controls are so tight and easy to use. Well done.
Good job!
Madball - love the constructive criticism! As I mentioned earlier, unique abilities to weapons is nearly impossible to balance. I spent a few days working on that post compo, but it really isn't as amazing as I thought it would be from the original idea. Basically you can't tweak the speed, fire rate, or power, or else it doesn't feel as fun anymore. ;) I like your idea of a pointer to the boss - I might do that post compo. I'm not going to make a big game out of it, but thanks for your awesome optimism :D
Yep the shooting in multiple directions is a known bug SteveSalmond. :) Was easy to fix post compo. Use it to your advantage for speedrunning - someone was able to get 40 seconds I believe! The boss is actually able to rapid fire by tapping in two directions too, so I guess those two bugs balanced out!
Jackugile - now that would be a ton of work! Wish I had the motivation to go that route. Maybe some other time - the engine that I started would be pretty handy!
Crowbeak - Haha music is actually leveled just below the standard of 0 db (then reduce 80% in-game), so it's not actually loud. I'm guessing the high frequencies were amplified by your headphones. :) I took to the time to have a mute option during the compo as usual. XD
The diagonal wall reflection was pretty intriguing, but since the boss was almost always out of frame, I mostly just spammed the attack everywhere I went. If I was patient enough, I think I could have defeated the enemy without ever really engaging him directly. But that might just be a limit of the AI, which I'm sure would be difficult to actually make highly intelligent in only two days!
I was hoping that I could hold down two arrow keys and fire diagonally (thus allowing for vertical/horizontal walls to also participate in reflections, and diagonal walls to consume weapon fire), but I suppose that would require introducing a small amount of latency for keyboard tappers, because the game would have to wait for a few milliseconds after one arrow key was pressed to find out if another arrow key would be pressed soon enough afterward to justify a diagonal bullet. Though a cheap way out of that would be to spend those few frames starting the fire sound and drawing an omnidirectional muzzle flash that doesn't care which direction the bullet will eventually go.
Okay, I'm rambling now. Excellent competition entry!